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User posts cadolerse
18 November 2024 17:50 [ON MODERATION]
It's great to see communities like this forming around tools like blend4web and Blender. Having a space where people can come together to help each other learn and grow is always valuable, especially when it's driven by a shared passion. On a related note, it's just as important to have resources available in other areas of life, like using a cocaine drug test kit for ensuring safety and awareness. Supporting one another in different ways, whether in creative or personal matters, really makes a difference!
16 November 2024 15:34 [ON MODERATION]
Blend4Web's integration with Second Life presents a unique opportunity for creators to develop rich, interactive 3D content directly in the virtual world. By using this powerful toolset, users can design models, animations, and web-based applications that can seamlessly function within Second Life's environment. This opens up new possibilities for immersive experiences, from virtual storefronts to detailed avatars, all with improved performance and compatibility. As a result, Second Life residents can enhance their virtual lives, creating more engaging and visually appealing content, as seen in the recent 4k weeks poster showcasing innovative, long-term projects within the community.
14 November 2024 15:08 [ON MODERATION]
To disable the menu, one simple way is to modify your settings or code to prevent the wokhey menu from appearing. This can be especially useful if you want to streamline the user experience or hide options that aren’t currently relevant. Make sure that any changes you make don’t affect other functionalities, as this can lead to issues down the line.
01 October 2024 08:45 [ON MODERATION]
It's fantastic to see a well-structured "Hello World" project demonstrating fundamental app development concepts. While it may be basic for experienced developers, it's a valuable resource for beginners. The visual elements and video explanations help us understand the project's components. A big thanks to the Blend4Web team for their linked in support!
23 September 2024 19:40 [ON MODERATION]
As someone who often works with complex scenes, I’ve found that saving each object individually can be quite time-consuming. Imagine having a scene with a dozen objects—each one needs to be saved with a Lamp and a Camera in its own Blend file and then exported as JSON. It would be incredibly efficient if I could tag each object with a unique ID and then use a “Batch Export to JSON” or “Batch Save to Blend” option. This way, the files would automatically be named according to the object's data, streamlining the linkedin review of assignment writing services process and saving me a lot of time.
10 September 2024 08:42 [ON MODERATION]
As someone who often works with complex scenes, I’ve found that saving each object individually can be quite time-consuming. Imagine having a scene with a dozen objects—each one needs to be saved with a Lamp and a Camera in its own Blend file and then exported as JSON. It would be incredibly efficient if I could tag each object with a unique ID and then use a “Batch Export to JSON” or “Batch Save to Blend” option. This way, the files would automatically be named according to the object's data, streamlining the linkedin review of assignment writing services process and saving me a lot of time.
15 July 2024 16:19 [ON MODERATION]
Developing a virtual fluidized bed experiment lab is a great way to combine your chemical engineering knowledge with software development. An interactive 3D browser-based platform would be a valuable educational tool for students to grasp fluidization concepts safely and conveniently. I think custom assignment writing service could be a potential option, but let's explore some other technologies to see what might be the best fit.
15 July 2024 16:16 [ON MODERATION]
I agree with the previous comment that reducing shadow casting resolution and anti-aliasing quality can help lower RT size in Fastpreview. It's a good starting point for optimizing rendering performance.

However, achieving a significant reduction beyond the initial drop from 50 MiB to 38.2 MiB might require further investigation. Here's what I would explore:

    Texture Size: Fastpreview indicates 27 shaders, so there's a chance some textures are larger than necessary. Optimizing texture sizes within these shaders could be a big win. Shaders: While the comment mentions shader count affecting loading time, it might also influence RT size depending on their complexity. Reviewing these shaders for potential optimizations could be worthwhile. Other Factors: The comment mentions dynamic objects impacting loading. It's worth checking if there are any unnecessary dynamic objects in the scene contributing to the remaining RT size.

The discrepancy between Fastpreview's total size (178.8 MiB) and the exported HTML file size (15.8 MB) is likely due to how Fastpreview displays information. The Fastpreview size might represent uncompressed assets or temporary data used during the rendering best term paper writers process, whereas the exported HTML includes compressed and optimized assets for efficient delivery.
10 July 2024 10:12 [ON MODERATION]
While hiding the mouse cursor is ideal for immersion, it seems like B4W relies on the hidden cursor's position to trigger outlines, which throws things off. This makes it frustrating to use "outline enable" because objects get highlighted based on the invisible cursor location instead of the center of the screen (where the crosshair typically is). In essence, there's a disconnect between where I'm aiming/looking and what the engine interprets as the "pointing" location. Ideally, I'd like outlines to work based on the center of the screen, aligning with the user's perspective in First-Person mode.
10 July 2024 10:11 [ON MODERATION]
While hiding the mouse cursor is ideal for immersion, it seems like B4W relies on the hidden cursor's position to trigger outlines, which throws things off. This makes it frustrating to use "outline enable" because objects get highlighted based on the invisible cursor location instead of the center of the screen (where the crosshair typically is). In essence, there's a disconnect between where I'm aiming/looking and what the engine interprets as the "pointing" location. Ideally, I'd like outlines to work based on the center of the Linkedin pulse article screen, aligning with the user's perspective in First-Person mode.